TCG Chapter XI

This page remains incomplete.

This is a list of all Chapter XI cards in the Final Fantasy Trading Card Game, released in October 2013. The chapter includes 126 regular cards - 3 in Dark and Light, 20 in all other elements - and 126 premium cards.

Each booster pack of Chapter XI includes 8 cards. No entry sets are associated with it.

Note that in the lists below, translated names have been used for the cards and their jobs. This is not a reliable indication of which cards bear the same name (and thus can't be on the field in the same time and other such rule-related limitations), as many English-name jobs come from two or more different Japanese-name jobs and vice versa. Be sure to check the original Japanese name of the card for that.
The footnotes are from the card FAQs at the official site.

Fire


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11-001 Achuka 11-002 Ama no Murakumo 11-003 Ifrit 11-004 Wedge
Forward (Naakual) Weapon (Grand Katana) Eidolon Backup (AVALANCHE)
After Achuka has attacked, deal 3,000 damage to all Forwards your opponent controls. Equipment (Forward) / Remove - (1F)
A Character with Ama no Murakumo gains Haste.
When Ama no Murakumo is played to the field, choose 1 Forward. Deal 4,000 damage to it.
Choose 1 Forward. Deal 2,000 damage to it for every 1 Backup you control. When Wedge is played to the field, you can Search for 1 name:Biggs and place it in your hand.
0: Move Wedge to the Break Zone.
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11-005 Caius 11-006 Cyan 11-007 Cyan 11-008 Emperor Gestahl
Forward (Guardian) Forward (Samurai) Forward (Samurai) Backup (Emperor)
When Caius is moved from the field to the Break Zone, you can Exclude 1 name:Bahamut from your Break Zone. If you do so, play Caius to the field in Dull mode.
(W), discard 1 name:Bahamut from your hand: Choose 1 Forward or 1 Monster. Break it.
All Forwards with (P) that you control gain Brave and the ability [After this Forward has attacked, you can equip 1 Weapon of cost 3 or less to it.] Level Up
Bushido - Fang (S)(W): Choose 1 Forward your opponent controls at the start of your next Main Phase 1. If Cyan is on the field, Break that Forward.
(1F)(W): Choose 1 Forward. Exclude all Eidolons in all players' Break Zones. Deal 1,000 damage to the Forward for ever 1 card Excluded.
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11-009 Clavat 11-010 Black Mage 11-011 Colossus 11-012 PSICOM Warden
Forward (Common Troop) Backup (CT) Monster (Magitek Armor) Forward (CT)
After Clavat has dealt damage to your opponent, choose 1 Forward your opponent controls. Deal 3,000 damage to it. Job Change (W) - ((1F)(W), move Black Mage to the Break Zone.)
When Black Mage is played to the field, choose 1 Forward. Deal 3,000 damage to it. If Black Mage was played to the field due to Job Change, instead choose 1 Forward. Deal 7,000 damage to it.
(W), move Colossus to the Break Zone: Choose 1 Forward. Deal 5,000 damage to it.
(1F)(W), move Colossus to the Break Zone: Choose 1 Ice Forward. Break it.
When PSICOM Warden is played to the field, you can Search for a name:PSICOM Warden and place it in your hand.
For every name:PSICOM Warden you control, PSICOM Warden gains +1,000 power.
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11-013 Samurai 11-014 Zangan 11-015 Suzaku 11-016 Noel
Forward (CT) Backup (Teacher) Monster (Four Gods) Forward (Guardian)
After Samurai has attacked, choose 1 Forward your opponent controls. Any damage done to it this turn becomes 2,000 damage more. When Zangan is played to the field, you can Search for 1 name:Tifa and place it in your hand.
Any job:Fist Fighter Forward you control gains Haste.
After you've summoned an Eidolon, choose 1 Forward. You can pay (1F). If you do so, deal it 2,000 damage.
(1F): Until the end of the turn, you can treat Suzaku as a Forward of 8,000 power.
If 10 or more of your cards have been Excluded, Noel gains +3,000 power, Haste, and the ability [After Noel has attacked, choose 1 Forward. It can't block this turn.
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11-017 Palom 11-018 Biggs 11-019 Lion 11-020 Lilty
Forward (Black Mage) Backup (AVALANCHE) Backup (Mysterious Girl) Backup (CT)
(W): Deal 3,000 damage to all Forwards your opponent controls.
A Little Black Magic (S): When damage is done this turn to Forwards your opponent controls, that damage becomes 2,000 greater. The cost of any Eidolon in your hand is one less this turn (can't become 0).
When a Backup you control is moved from the field to the Break Zone, deal 1,000 damage to all Forwards your opponent controls. (1F)(W): Choose 1 Forward. Deal 4,000 damage to it. Lion can't become active in your next Active Phase. Job Change (3) - ((1F)(W), move Lilty to the Break Zone.)
When Lilty is played to the field, choose 1 Forward of cost 3 or less. It can't block this turn. If Lilty was played to the field due to Job Change, instead all Forwards of cost 3 or more can't block this turn.

Ice


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11-021 Ispusteke 11-022 Umaro 11-023 Umaro 11-024 Scholar
Monster (Cie'th) Forward (Yeti) Forward (Yeti) Backup (CT)
(W): Choose 1 Dull Forward. Deal 4,000 damage to it.
(1I): Until the end of the turn, treat Ispusteke as a Forward of 8,000 power and the ability [Ispusteke cannot take damage when it's attacking.]
Umaro can only be played from your hand to the field when you're in control of a Forward with (P).
Make Dull one Forward with (P): Choose 1 Dull Forward. Deal 4,000 damage to it.
Level Up
If Umaro is capable, it must attack 1 time every turn.
Job Change (3) - ((1I)(W), move Scholar to the Break Zone.)
When Scholar is played to the field, all players discard 1 card. If Scholar was played to the field due to Job Change, your opponent shows their hand instead. You choose 1 card from the hand. Your opponent discards it.
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11-025 Cid of the Gestahlian Empire 11-026: Gjallarhorn 11-027 Gilbart 11-028 Military Coeurl
Backup (Scientist) Weapon (Instrument) Forward (King of Damcyan) Monster (Lesser Coeurl)
When Cid of the Gestahlian Empire is played to the field, choose 1 name:Celes from your Break Zone. You can place it in your hand.
(2I)(W), move Cid of the Gestahlian Empire to the Break Zone: choose 1 name:Celes you control. Activate its Special Ability without paying for the cost.
Weapon (Forward, Backup) / Remove - (2I)
Any Character with Gjallarhorn gains the ability [(W): Choose 1 Forward. Make it Dull.]. If the equipping Character is a name:Bard or job:Bard, it additionally gains [(2I)(W): Choose 2 Forwards. Make them Dull.]
When Gilbart is played to the field, choose 1 Dark Forward. Break it. (W), move Military Coeurl to the Break Zone: Choose up to 2 Forwards. Make them Dull.
(1I)(W), move Military Coeurl to the Break Zone: Make Dull all Wind Characters. They can't become active in the controller's next Active Phase.
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11-029 Clavat 11-030 Corneo 11-031 Shiva 11-032 Summoner
Forward (CT) Backup (Don) Eidolon Backup (CT)
When Clavat is played to the field, your opponent chooses 1 Forward they control. Make it Dull. When Corneo is played to the field, you can Search for 1 name:Cloud and place it in your hand. None of the Forwards your opponent controls can become active in your opponent's next Active Phase. Job Change (3) - ((1I)(W), move Summoner to the Break Zone.)
When Summoner is played to the field, choose 1 Dull Forward. Deal 4,000 damage to it. If Summoner came to the field due to Job Change, choose 1 Dull Forward instead. Deal 7,000 damage to it.
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11-033 Serah 11-034 Celes 11-035 Celes 11-036 Geomancer
Forward (Commando) Forward (Rune Knight) Forward (General) Forward (CT)
Overdrive (1L) - When Serah is played to the field, Search for 1 name:Lightning and place it in your hand.
(W), move Serah to the Break Zone: Choose 1 Character. Make it Dull. It can't become active on its controller's next Active Phase.
After any player has summoned an Eidolon of cost 2 or less, void its effect.
After Celes has attacked, choose up to 2 Backups. Make them Dull. They can't become active on their controller's next Active Phase.
Spinning Edge (S)(2I)(1A): Choose 1 Dull Character. Break it.
Level Up
When Celes is in a party with name:Locke, they can't be Broken.
When you're playing a Backup to the field, choose 1 Forward. You can make it Dull.
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11-037 Moogle [XIII-2] 11-038 Yuke 11-039 Yeul 11-040 Ghost
Backup (Moogle) Forward (CT) Backup (Seeress) Forward (Ghost)
(W): Choose 1 Excluded card that belongs to your opponent. Move it to the Break Zone. (1I): This turn, Yuke can't be chosen by your opponent's abilities and can't receive damage from them.
(1I)(W): Choose 1 Dull Forward. Deal 4,000 damage to it.
When Yeul is played to the field, you can Search for 1 card for every name:Yeul in your Break Zone, and place them on the top of your deck in any order you like.
When Yeul is moved from the field to the Break Zone, you can Search for 1 name:Yeul and place it to the field.
(2I), move Ghost to the Break Zone: Choose 1 Dull Forward. Break it.

Wind


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11-041 Edge 11-042 Dancer 11-043 Hunter 11-044 Godo
Forward (Ninja) Backup (CT) Forward (CT) Backup (Mighty God)
When Edge is played to the field, you can Search for 1 name:Ninja or job:Ninja Forward and place it in your hand.
All name:Ninja and job:Ninja you control gain the ability [Can't be blocked by Forwards of cost 4 or more.]
Job Change (3) - ((1Wi)(W), move Dancer to the Break Zone.)
When Dancer is played to the field, deal 1,000 damage to all Forwards your opponent controls. If Dancer came to the field due to Job Change, instead deal 4,000 damage to them.
When Hunter is played to the field, you can equip a weapon(Bow) from your hand to Hunter.
When Hunter is equipping a weapon(Bow), he gains Haste and can't be chosen by your opponent's effects.
The cost of any name:Ninja and job:Ninja in your hand becomes 1 less (can't become 0).
(W), move Godo to the Break Zone: Choose 1 name:Yuffie from your Break Zone. Return it to your hand.
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11-045 Colkhab 11-046 Cactuaroni 11-047 Cid Pollendina 11-048 White Mage
Forward (Naakual) Monster (Cactuar) Backup (Engineer) Backup (CT)
After Colkhab blocks a Forward or is blocked by one, Break that Forward at the start of the next Main Phase 2.
Incisive Denouement (W): Choose 1 Character. This turn, when it's dealing damage, make that damage 0.
(W), move Cactuaroni to the Break Zone: deal 2,000 damage to all Forwards your opponent controls.
(1Wi)(W), move Cactuaroni to the Break Zone: This turn none of the Forwards you control can be blocked by Earth Forwards.
When Cid Pollendina is played to the field, you can Search for 1 job:Engineer other than name:Cid Pollendina and place it in your hand. Job Change (3) - (1Wi)(W), move White Mage to the Break Zone.)
When White Mage is played to the field, choose 1 Wind Backup other than White Mage. Make it Active. If White Mage came to the field due to Job Change, make Active all Backups you control instead.
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11-049 Seiryu 11-050 Setzer 11-051 Selkie 11-052 Ninja
Monster (Four Gods) Forward (Captain) Forward (CT) Forward (CT)
(W): Deal 1,000 damage to all Forwards your opponent controls.
(1Wi): Until the end of the turn, treat Seiryu as a Forward of 9,000 power and the ability [(2A): Make Seiryu Active.]
(1A), move 1 Forward with (P) other than name:Setzer to the Break Zone: From your Break Zone, Search for a Forward with (P) than the one you used for the cost, and play it to the field. This ability can only be used once on your own turn. (1Wi): Return Selkie to your hand. When Ninja deals damage to a Forward outside the Attack Phase, that damage becomes 2,000 more.
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11-053 Balthier 11-054 Fiona 11-055 Bell Dat 11-056 Mandau
Forward (Sky Pirate) Forward (Princess) Backup (Thief) Weapon (Dagger)
Awakening ((W), move Balthier to the Break Zone)
When Balthier is played to the field, choose 1 Forward your opponent controls. Deal 2,000 damage to it.
Fiona can't be blocked by Forwards of cost 3 or more.
Fiona can't be blocked by Monsters.
After Fiona has dealt damage to your opponent, return all Monsters to the hand.
When Bell Dat is played to the field, you can Search for 1 name:Thief or job:Thief and place it in your hand.
When you're in control of 4 or more name:Thief or job:Thief Forwards, the Forwards you control can't be blocked.
Equipment (Forward) / Remove - (1Wi)
A Character with Mandau gains +1,000 power.
After a Character with Mandau blocks or is blocked by a Forward, Break that Forward at the start of the next Main Phase 2.
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11-057 Magus Sisters 11-058 Mog 11-059 Locke 11-060 Locke
Eidolon Forward (Moogle) Forward (Treasure Hunter) Forward (Treasure Hunter)
Choose 1 Forward. Deal 2,000 damage to it, and 2,000 damage to all Forwards your opponent controls. Make Active all Backups you control. The cost of any Mog in your hand becomes 1 less for every Forward with (P) that you control.
(W): Until the end of the turn, all Forwards you control other than Mog gain +1,000 power, and they can't be chosen by your opponent's effects.
When Locke is played to the field, you can pay (1I). If you do so, Search for 1 name:Celes or name:Tina and place it in your hand.
After Locke has attacked in a party, draw 1 card for every 1 Forward Locke made a party with.
Level Up
After Locke has attacked in a party with name:Celes, any Forward you control can't be blocked until the end of the turn.

Earth


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11-061 Ursula 11-062 Apocalypse 11-063 Gau 11-064 Gau
Forward (Monk) Weapon (Grand Scythe) Forward (Wild Child) Forward (Wild Child)
After Ursula blocks or is blocked by a Forward with nothing equipped, Ursula gains +2,000 power until the end of the turn. Equipment (Forward) / Remove - (1E)(1A)
A Character with Apocalypse gains +4,000 power.
A Character with Apocalypse gains the ability [Discard 1 name:Apocalypse: Choose 1 Forward. Deal damage to it equal to this card's power.]
The cost of any Monster in your hand becomes 5 less (can't become 0).
When you're in control of 2 or more monsters, Gau gains Brave, can't become Dull due to opponent's effects and can't be broken by your opponent's effects other than damage.
Leap (S)(W), place Gau at the bottom of the deck: Search for 1 name:Gau and 1 Monster of cost 3 or less and play them to the field in Dull mode. This ability can only be used on your own turn.
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11-065 Kirin 11-066 White Mage 11-067 Titan 11-068 Dadaluma
Monster (Four Gods) Backup (CT) Eidolon Forward (Martial Artist)
Any job:Four Gods Monster you control gains the ability [(1A): Treat this card as a Forward of 8,000 power until the end of the turn.]
(1E): Until the end of the turn, treat Kirin as a Forward with 9,000 power and the ability [0: Play 1 job:Four Gods from your hand to the field.]
(W): Choose 1 Forward you control. This turn, its power can't become less due to your opponent's effects. All Forwards you control gain +2,000 power and Brave until the end of the turn. When Dadaluma has been chosen by your opponent's effects, choose up to 1 Forward your opponent controls. Deal 4,000 damage to it.
After Dadaluma has received damage, choose 1 Forward your opponent controls. Deal 4,000 damage to it.
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11-069 Animist 11-070 Bishop 11-071 Byakko l'Cie Qun'mi 11-072 Byakko l'Cie Nimbus
Backup (CT) Backup (CT) Forward (L'Cie) Forward (L'Cie)
When Animist is played to the field, choose 1 Monster of cost 1 or less from your Break Zone. Play it to the field. Job Change (3) - ((1E)(W), move Bishop to the Break Zone.)
When Bishop is played to the field, choose 1 Eidolon of cost 1 from your Break Zone. Return it to your hand. If Bishop was played to the field due to Job Change, instead choose 1 Eidolon of cost 3 or less from your Break Zone. Return it to your hand.
The cost of any Item card in your opponent's hand becomes 1 more.
When Byakko l'Cie Qun'mi is moved from the field to the Break Zone, choose 1 Forward you control. It gains +7,000 power until the end of the turn.
Brave
After Byakko l'Cie Nimbus blocks or is blocked by a Forward other than a job:l'Cie one, Byakko l'Cie Nimbus gains +2,000 power until the end of the turn.
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11-073 Prishe 11-074 Sabin 11-075 Rune Fencer 11-076 Marlene
Forward (Theology Student) Forward (Monk) Forward (CT) Backup (Girl)
The cost of Prishe in your hand becomes 1 less for every Backup on any field (can't become 0).
Hundred Fists (S)(1E), discard all of your hand: Make Prishe Active. This turn, Prishe can attack 1 additional time.
Any Forward with (P) you control gains the ability [After this card has been chosen by an effect, it gains +1,000 power until the end of the turn.]
Raging Fist (S): Choose 1 Forward. Deal it damage equal to Sabin's power. This ability can only be used when Sabin is attacking.
(1E): Pick one element. This turn, Rune Fencer and any Backups you control can't be chosen by effects of that element. This ability can only be used once per turn. When Marlene is played to the field, you can Search for 1 name:Barret and place it in your hand.
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11-077 Yumkax 11-078 Rydia 11-079 Leafkin 11-080 Lilty
Forward (Naakual) Forward (Summoner) Monster (Leafkin) Backup (CT)
After Yumkax has blocked, it gains +2,000 power until the end of the turn, and the Forward blocking Yumkax gains -2,000 power. Overdrive (1Wa) - When Rydia is played to the field, draw 1 card.
For every 1 card in your hand, Rydia gains +1,000 power.
(W), move Leafkin to the Break Zone: Choose 1 Forward. It gains +4,000 power until the end of the turn.
(1E)(W), move Leafkin to the Break Zone: Choose 1 Forward. This turn, it can't be chosen by Lightning effects or receive damage from them.
Job Change (3) - ((1E)(W), move Lilty to the Break Zone.)
When Lilty is played to the field, choose 1 Dull Forward of cost 2 or less. Break it. If Lilty came to the field due to Job Change, instead choose 1 Dull Forward of cost 4 or less. Break it.

Lightning


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11-081 Aphmau 11-082 Interceptor 11-083 Edgar 11-084 Edgar
Backup (Puppetmaster) Forward (Dog) Forward (Machinist) Forward (Machinist)
Give Haste to any job:Common Troop Forward that you control.
(4A)(W): Choose 1 job:Common Troop from your Break Zone. Play it to the field. This ability can only be used in your own Main Phase.
Haste
When damage is being dealt to any name:Shadow Forward you control, that damage becomes 2,000 less.
Wild Fang (S): Interceptor gains +4,000 power and Preemptive Attack until the end of the turn.
When Edgar is played to the field, you can pay (2E)(2A). If you do so, Search for 1 name:Sabin and either play it to the field or place it in your hand.
After Edgar has attacked, until the end of the turn all Forwards your opponent controls gain -2,000 power for every Forward with (P) you control.
Level Up
After Edgar has attacked in a party with a Forward with (P), choose 1 Forward your opponent controls. It gains -2,000 power until the end of the turn.
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11-085 Kain 11-086 Puppetmaster 11-087 Black Mage 11-088 Jessie
Forward (Dragoon) Backup (CT) Backup (CT) Backup (AVALANCHE)
Haste
After Kain has attacked, he gains +5,000 power until the end of the turn.
(2L)(1A)(W), move Puppetmaster to the Break Zone: Choose 1 job:Common Troop Forward of cost 3 or less from your Break Zone. Play it to the field. This ability can only be used in your own Main Phase. Job Change (3) - ((1L)(W), move Black Mage to the Break Zone.)
When Black Mage is played to the field, choose 1 Active Forward. Deal 4,000 damage to it. If Black Mage came to the field due to Job Change, instead choose 1 Active Forward. Deal 7,000 damage to it.
The cost of any name:Cloud and name:Barret in your hand is one less (can't become 0).
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11-089 Shadow 11-090 Tonbetty 11-091 Byakko 11-092 Geomancer
Forward (Assassin) Backup (Butler) Monster (Four Gods) Backup (CT)
When Shadow is played to the field, you can pay (1L)(1A). If you do so, Search for 1 name:Interceptor and either play it to the field or place it in your hand.
(1A), discard 1 Weapon from your hand: Choose 1 Forward. Deal 3,000 damage to it for every 1 cost of the discarded Weapon.
The cost of any name:Mira in your hand is 1 less (can't become 0).
The cost of any job:Common Troop Forward in your opponent's hand is raised by 1.
When Byakko is played to the field, choose 1 Forward your opponent controls. Deal 4,000 damage to it for every 1 Monster you control.
(1L): Until the end of the turn, treat Byakko as a Forward with 8,000 power.
(W), move Geomancer to the Break Zone: All Forwards your opponent controls gain -1,000 power until the end of the turn.
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11-093 Yellow Miniflan 11-094 Hurkan 11-095 Mira 11-096 Yuke
Monster (Flan) Forward (Naakual) Backup (Princess) Backup (CT)
(W), move Yellow Miniflan to your Break Zone: Choose 1 Forward. It gains -3,000 power until the end of the turn.
(1L)(W), move Yellow Miniflan to your Break Zone: All Water Forwards gain -5,000 power until the end of the turn.
When Hurkan blocks or is blocked by a Forward, deal 4,000 damage to all Active Forwards your opponent controls. When you're playing a Monster to the field, choose 1 Forward. It gains -1,000 power until the end of the turn. Job Change (3) - ((1L)(W), move Yuke to the Break Zone.)
When Yuke is played to the field, choose 1 Active Forward of cost 3 or less. You can make it Dull. If Yuke came to the field due to Job Change, instead choose 1 Active Forward of cost 3 or less. You can Break it.
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11-097 Ragnarok 11-098 Ramuh 11-099 Ramza 11-100 Dragoon
Weapon (Greatsword) Eidolon Forward (Squire) Forward (CT)
Equipment (Forward) / Remove - (1L)(1A)
A Character equipping Ragnarok gains the ability [(2L): This card gains +2,000 power and Brave until the end of the turn. This card can attack 1 additional time this turn. This ability can only be used once on your own turn.]
Pick 1 number. Break all Active Forwards your opponent controls whose cost is equal to the number. Awakening ((W), move Ramza to the Break Zone.)
When Ramza is played to the field, choose 1 Forward your opponent controls. Make it Dull.
When you're playing a job:Dragon Monster to the field, Dragoon gains +4,000 power until the end of the turn.

Water


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11-101 Blue Mage 11-102 Clavat 11-103 Eidolon King 11-104 Genbu
Forward (CT) Backup (CT) Eidolon Monster (Four Kings)
After Blue Mage has dealt damage to your opponent, choose 1 Monster with Blue Magic from your Break Zone. You can place it in your hand. Job Change (3) - ((1Wa)(W), move Clavat to the Break Zone.)
When Clavat is played to the field, choose 1 Water Forward. Make it Active. If Clavat came to the field due to Job Change, instead make Active all Forwards you control.
Choose 1 option from below.
+Choose up to 2 Characters other than Backups. Return them to the hand.
+All Forwards except Water ones gain -5,000 power until the end of the turn.
(1Wa): Until the end of the turn, treat Genbu as a Forward with 8,000 power and the ability [When Genbu is being damaged by a Forward, that damage becomes 4,000 less.]
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11-105 Man In Black 11-106 Gogo 11-107 Corsair 11-108 Sahagin Prince
Forward (????) Forward (Mime) Backup (CT) Monster (Sahagin)
When a name:Golbez is on the field, you can't play Man In Black to the field.
You can't play name:Golbez to the field.
(W): Any damage dealt to Forwards you control is instead dealt to Man In Black.
(1Wa)(W): Choose 1 Action Ability that has been activated. Gogo activates that same ability, making his own choice if a choice is involved. This ability can only be used once in a turn. Job Change (3) - ((1Wa)(W), move Corsair to the Break Zone.)
When Corsair is played to the field, draw 1 card, and then discard 1 card from your hand. If Corsair came to the field due to Job Change, instead draw 2 cards, then discard 1 card from your hand.
(W), move Sahagin Prince to the Break Zone: Choose 1 Forward. Next damage done to it this turn is lowered by 3,000.
(1Wa)(W), move Sahagin Prince to the Break Zone: Choose up to 3 Fire Forwards. Return them to the hand.
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11-109 Summoner 11-110 Strago 11-111 Strago 11-112 Tchakka
Backup (CT) Forward (Blue Mage) Forward (Blue Mage) Forward (Naakual)
(2Wa)(W), move Summoner to the Break Zone: Choose 1 Eidolon from your Break Zone. You can summon it this turn. After you do, instead of placing it in the Break Zone, Exclude it. When you're playing a Forward with (P) to the field, you can present the top 5 cards of your deck. If you do so, place 1 Monster from among them to your hand, and place the rest in any order you like to the bottom of your deck.
Make Dull 3 Active Forwards with (P): Choose 1 Forward your opponent controls. Return it to the hand.
When Strago is played to the field, choose 1 Character you control. You can return it to the hand. When Tchakka is played to the field, choose 1 Forward your opponent controls. Until the end of the turn, it gains -1,000 power for every 1 Water Character you control.
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11-113 Banon 11-114 Porom 11-115 Rune Fencer 11-116 Mjollnir
Backup (Priest) Forward (White Mage) Forward (CT) Weapon (Club)
When a Forward you control is being chosen by your opponent's Character's ability other than a Special Ability, you can draw 1 card. Forwards you control can't receive damage from abilities other than Special Abilities.
Twincast (S)(W), make Dull an Active name:Palom: Choose up to 2 Forwards. Return 1 of them to the hand, and deal 8,000 damage to the other.
When Rune Fencer is being damaged by an Eidolon, that damage becomes 4,000 less. Equipment (Forward) / Remove - (1Wa)
A Character with Mjollnir gains +1,000 power.
After a Character with Mjollnir has dealt damage to your opponent, draw 1 card.
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11-117 Lilisette 11-118 Relm 11-119 Relm 11-120 Rosa
Backup (Dancer) Forward (Pictomancer) Forward (Pictomancer) Backup (Queen)
(W), make Dull 2 Active Forwards: Choose 1 Forward. It gains -4,000 power until the end of the turn. When a Forward with (P) is being played to your field, choose 1 Forward. You can pay (2Wa)(2A). If you do so, until the end of the turn you gain control of it and it gains Haste. Forwards with (P) other than Relm that you control gain +1,000 power.
After a Forward with (P) that you control has attacked in a party, if they all have (P), make them Active.
(X)(W): Choose 1 Forward you control. For every 1 cost you paid, the damage next done to it this turn becomes 1,000 less.

Light


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11-121 Ceodore 11-122 Sword Maiden 11-123 Terra
Forward (Red Wings) Forward (Silver-haired Girl) Forward (Esper)
If Ceodore is played to field and his cost was paid for with 3 or more elements, choose 1 Character your opponent controls. Break it.
If Ceodore is played to the field and his cost was paid for with 4 or more elements, draw 2 cards.
Sword Maiden can't be blocked by Forwards with cost 3 or more.
(1A): Sword Maiden gains Preemptive Attack until the end of the turn.
(2A): Sword Maiden can't be chosen by effects until the end of the turn.
(2A): Choose 1 Forward. It gains either +2,000 or -2,000 power until the end of the turn.
Instead of paying for the cost, Terra can be played from your hand to the field by Excluding 3 Eidolons from your Break Zone.
When Terra is played to the field, you can Search for 1 card and place it in your hand.

Dark


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11-124 Kefka 11-125 Jenova SYNTHESIS 11-126 Mira
Forward (Clown) Forward (Jenova) Forward (Princess)
Instead of paying for the cost, Kefka can be played from your hand to the field by Excluding 2 Dark Characters from your Break Zone.
When Kefka is played to the field, your opponent moves 1 Forward they control to the Break Zone and discards 1 card from their hand.
After Jenova SYNTHESIS has dealt damage to your opponent, choose 1 from the options below.
+Choose 1 Forward. Deal 8,000 damage to it.
+Make Dull all Forwards your opponent controls.
+Your opponent discards 2 cards from their hand.
The cost of any Monster in your hand becomes 1 less (can't become 0).
When a Monster is moved from the field to any Break Zone, you can pay (1A). If you do so, Search for 1 Monster of the same name and place it in your hand.

Category: Merchandise

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